void draw (int picking) { if(picking==2)return; gle(); glPushAttrib(GL_ALL_ATTRIB_BITS); gle(); if(!picking) { CameraUpdate (); gle(); EntityUpdate (); gle(); WorldUpdate (); gle(); TextureUpdate (); gle(); VisibleUpdate (); gle(); CarUpdate (); } gle(); RenderResize(); gle(); RenderUpdate (picking); resetviewport(); gle(); glPopAttrib(); gle(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); }
void BRIterate () { SDL_Event ev; // Check for UI events... while (SDL_PollEvent (&ev)) { if (ev.type == SDL_WINDOWEVENT && ev.window.event == SDL_WINDOWEVENT_EXPOSED) sdlRenderUpdate = TRUE; } // Check for updated video images... SDL_LockMutex (picMutex); if (picLocalUpdated) { UpdateTextureFromMSPicture (&texVideoLocal, &picLocal, "secondary"); picLocalUpdated = FALSE; sdlRenderUpdate = TRUE; } if (picRemoteUpdated) { UpdateTextureFromMSPicture (&texVideoRemote, &picRemote, "main"); picRemoteUpdated = FALSE; sdlRenderUpdate = TRUE; } SDL_UnlockMutex (picMutex); // Render update if necessary... if (sdlRenderUpdate) { RenderUpdate (); sdlRenderUpdate = FALSE; } }
void DXApp::Run() { MSG msg = { 0 }; BOOL bRet = 1; float dt = 0; PreInit(); InitGame(); LateInit(); while (msg.message != WM_QUIT) { if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { m_gameTimer->Tick(); if (!m_appPaused) { CalculateFrameStats(); dt += m_gameTimer->DeltaTime(); if (dt >= 1.f / TICKS_PER_SECOND) { OnTickUpdate(m_gameTimer->DeltaTime()); LateTickUpdate(m_gameTimer->DeltaTime()); dt = 0; tick++; } if (tick == TICKS_PER_SECOND) { std::wstringstream ss; ss << "DirectX title - FPS: "; ss << fps; BOOL b = SetWindowText(m_mainHandle, LPCWSTR(ss.str().c_str())); DWORD d = GetLastError(); fps = 0; tick = 0; } PrepareWindow(); RenderUpdate(); RenderWindow(); fps++; } else { Sleep(100); } } } }
void AppUpdate () { CameraUpdate (); EntityUpdate (); WorldUpdate (); TextureUpdate (); VisibleUpdate (); CarUpdate (); RenderUpdate (); }
void BRDisplayMessage (const char *msg) { const static SDL_Color textColor = { .r = 0xff, .g = 0xff, .b = 0xff }; SDL_Surface *surf; if (texMessage) { SDL_DestroyTexture (texMessage); texMessage = NULL; } surf = TTF_RenderUTF8_Blended (sdlFont, msg, textColor); texMessage = SDL_CreateTextureFromSurface (sdlRenderer, surf); //SDL_RenderPresent (sdlRenderer); RenderUpdate (); }